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When i build the VR One demo scene in Unity 5.1.2f to my Galaxy S5 i get the artifacts you can see on the images below:

Black Artifacts 1

Black Artifacts 2

The first image shows the artifacts i get when i just start the app in landscape mode and force it to stay in landscape. If i allow rotation to portrait i get something like on the second image in portrait and it gets even worse when rotating back (Cant post three links...).

When i turn off the distortion everything is fine but thats not an option for the final app.

I also modified the shader to give out only solid colors and even if i just write out solid green, i get the black artifacts.

I created an empty project and imported the package you can download here. I already get the artifacts without changing anything.

Any ideas what could cause this? My guess would be some memory problem...

kdbanman
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sebastianp
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  • Welcome to StackOverflow! Good question. Can you include some source code and/or configuration so we can see where the issue might be coming from? – kdbanman Jul 20 '15 at 22:35
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    I created an empty Projekt and imported the package you can download here: https://bitbucket.org/vrone/unity3d I already get the artifacts without changing anything. – sebastianp Jul 20 '15 at 22:44
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    I can not narrow it down to a specific line of code or file, sorry. – sebastianp Jul 20 '15 at 22:50
  • That's a good example to include. Hopefully some mobile unity experts can weigh in. – kdbanman Jul 20 '15 at 23:04
  • Maybe this can help to narrow it down a bit: - Varying the standard quality settings can make the problem disappear or the pattern change. Unfortunately i can not just let it run on the highest setting as that will result in a too low fps count. - I can produce similar problems using the google cardboard sdk (also with the demo scene that comes with the sdk) but the pattern is larger and i can only see one of the two stereo views. – sebastianp Jul 21 '15 at 10:48

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